Glad they are willing to adjust things. I wish they had done this sooner.
(I got my Complete Run, but it was not fun for me.)

1. let you pick your last shrine again, in case really want to keep trying with it
(will still offer shrine of boss that beat you last as they had been)
2. downgrade of some of worst bosses decks
(they say they have data on 'worst offenders' - bosses with 'biggest body counts'

Arena Updates
Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.

Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered.
Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised.
December Update
The dust refunds that were available following our last update in December 2018 are no longer available as of this post.

Rumble Run Changes
Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.

Weighted Card Rewards
We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.

Boss Deck Adjustments
One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.

Shrine Selection Changes
In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.

We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.

So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.

Some Final Rumble Ruminations
We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.

One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.

As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. Going forward, we’ll keep this feedback in mind for the launch of new single-player content.

We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.

No reply after 13 hours to this that I posted in Hearthstone Play Mode Thread on Battle.net forums. On 2nd page now. Likely to be buried and never commented on. What do you all think?

I really dig how Jan'alai has a counter in parentheses of how much more damage to go or (ready). [And glows yellow when activated.] Could Dragon Caller Allana please, at the end of the card text, have a number in parentheses to show how many dragons would get summoned. Like (3). That would go up to (4) when you played another 5 cost Spell.https://us.battle.net/forums/en/hear...0936923#post-1

I've been feeling pretty burned out lately, haven't found a deck I really enjoy playing yet since the new set dropped. Went on a binge finishing all the single-player content, and Lich King with all 9 classes + Rumble really killed my enjoyment of the game.